EP0782084A2 - Method for programming television-game - Google Patents
Method for programming television-game Download PDFInfo
- Publication number
- EP0782084A2 EP0782084A2 EP96309379A EP96309379A EP0782084A2 EP 0782084 A2 EP0782084 A2 EP 0782084A2 EP 96309379 A EP96309379 A EP 96309379A EP 96309379 A EP96309379 A EP 96309379A EP 0782084 A2 EP0782084 A2 EP 0782084A2
- Authority
- EP
- European Patent Office
- Prior art keywords
- game
- variation process
- event variation
- executed
- program
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Withdrawn
Links
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/47—Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/825—Fostering virtual characters
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/632—Methods for processing data by generating or executing the game program for controlling the execution of the game in time by branching, e.g. choosing one of several possible story developments at a given point in time
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/807—Role playing or strategy games
Definitions
- the invention relates to a television(TV)-game, and more particularly to, a method for programming a TV-game.
- a game unit comprises a CPU, one or more memories, output/input (I/O) interfaces and an image processing unit.
- the image processing unit comprises a VRAM (Video Random Access Memory), a VDC (Video Displaying Controller) and a VDE (Video Displaying color Encoder).
- the game unit is connected with a home TV by using the I/O interface.
- the VDE has a color pallet table which relates to a color code for outputting an image data and a color code for a game program.
- the image data is processed and then outputted to the home TV through the I/O interface.
- the processed image data is displayed on the home TV by using scanning lines. It takes 1/60 second to display one image by the scanning lines (namely, an image displaying cycle is 1/60 second). Therefore, a next image must be prepared within 1/60 second.
- a programmer modifies a TV-game program. Further, if a next image processed by the modified TV-game program is not prepared in the VRAM within the predetermined time, a programmer must cut-off one or more steps of the TV-game program.
- a method of programming a TV-game comprising steps of: determining a process condition according to a TV-game scenario; determining an event variation process according to the TV-game scenario; and executing the event variation process when said determined process condition is sufficient.
- Also provided is a method of programming a TV-game comprising the steps of: determining one of a plurality of processes in a TV-game program according to a TV-game scenario; determining an event variation process according to the TV-game scenario; and executing the event variation process after said determined process of the plurality of processes in the TV-game is executed.
- a method of programming a TV-game comprising the steps of: determining a process condition according to a TV-game scenario; determining one of a plurality of processes in a TV-game program according to the TV-game scenario; determining an event variation process according to the TV-game scenario; and executing said event variation process after the determined process of the plurality of processes in the TV-game program is executed and said determined process is sufficient.
- a TV-game apparatus comprising: means for determining a process condition according to a TV-game scenario; means for determining an event variation process according to the TV-game scenario; and means for executing the event variation process when said determined process condition is sufficient.
- TV-game apparatus comprising: means for determining one of a plurality of processes in a TV-game program according to a TV-game scenario; means for determining an event variation process according to the TV-game scenario; and means for executing the event variation process after said determined process of the plurality of processes in the TV-game is executed.
- a TV-game apparatus comprising: means for determining a process condition according to a TV-game scenario; means for determining one of a plurality of processes in a TV-game program according to the TV-game scenario; means for determining an event variation process according to the TV-game scenario; and executing said event variation process after the determined process of the plurality of processes in the TV-game program is executed and said determined process is sufficient.
- FIG. 1 is a block diagram of a TV-game unit of the prior art.
- a game unit 7 comprises a CPU 3, a ROM (Read Only Memory) 10 for storing an operating program such as a load program, a RAM (Random Access Memory) 9, output/input (I/O) interfaces 2 and 11, and an image processing unit 8.
- ROM Read Only Memory
- I/O output/input
- the image processing unit 8 comprises a VRAM (Video Random Access Memory) 5, a VDC (Video Displaying Controller) 4, and a VDE (Video Displaying color Encoder) 5.
- the game unit 7 is connected with a home TV 1 by using the I/O interface 2.
- the VDE 6 has a color pallet table which relates to a color code for outputting an image data and a color code for a game program.
- an image data and a game program is loaded into the RAM 9 through the I/O interface 11 by the CPU 3 using a load program in the ROM 10.
- the image data in the RAM 9 is processed by the CPU 3.
- the VDC 4 has a display pattern, a color code and a display position of an image data.
- the processed image data is stored in the VRAM 5 through the VDC 4.
- the image data in the VRAM 5 is converted into an output image data by the VDC 4.
- the output image data is sent to the VDE 6.
- the VDE 6 converts the output image data into an analog image data for a home TV 1.
- the analog image data is outputted to the home TV 1 through the I/O interface 2.
- FIG. 2 is a block diagram of a home TV display unit.
- the analog image data is displayed on the home TV 1 by using scanning lines 20 and 21.
- the scanning lines 20 and 21 display an image on the home TV 1 according to scanning from right to left and from up to down.
- the scanning lines 20 shown by a full line, which run from right to left, are displayed on the home TV 1.
- the scanning lines 21 shown by a broken line, which return from left to right, are not displayed on the home TV 1.
- One image displaying cycle is a scanning process from a point A to a point B and a return process from the point B to the point A (A -> B -> A). It takes 1/60 second to display one image by the scanning lines 20 (namely, one image displaying cycle is 1/60 second). Therefore, a next image must be prepared within 1/60 second. For example, when an animation image is displayed, an animation image data in the VRAM 5 must be replaced with a next animation image data within 1/60 second.
- FIG. 3 and 4 are sample flow charts of a TV-game program of the prior art.
- Both program patterns in FIGs. 3 and 4 have an advantage and a disadvantage. Therefore, the programmer selects a program pattern in FIG. 3 or 4 on case-by-case.
- a programmer modifies a TV-game program. Namely, the programmer searches for the program pattern such as FIG. 3, then the program pattern is modified such as FIG. 4. Further, if a next image processed by the modified TV-game program is not prepared in the VRAM 5 within the predetermined time, the programmer must cut off one or more steps of the TV-game program.
- FIG. 5 is a flow chart of an event variation process of the prior art. This loop is executed at an integer times period of the image displaying cycle. The period is within 1/10 second, because if the period is over 1/10 second a character motion of the TV-game is not smooth.
- any one of processes A to N is selected according to a situation of the TV-game scenario.
- an event variation process is executed at the step 40.
- the CPU load is very heavy, because the event variation process 40 is executed at each time.
- the event variation process time is much longer than the image displaying cycle. In particular, when the characters of the TV-game are many, the character motion is paused. Therefore, the programmer must cut off one or more steps in the processes A to N.
- FIG. 6 is a flow chart of a conditional event variation process of the prior art. This loop is executed at an integer times period of the image displaying cycle.
- any one of processes A to N is selected according to a situation of the TV-game scenario.
- a condition process is executed at the step 31.
- "T" indicates a predetermined conditional time in the TV-game and "t” indicates a situation time (an elapsed time) according to a TV-game scenario. If “t” is same as or greater than "T" (T ⁇ t), after the condition process 31, an event variation process 40 are executed.
- the CPU load is very heavy, because a condition process 31 and the event variation process 40 are executed at each time until the situation time ("t") is cleared.
- the event variation process time is much longer than the image displaying cycle. Therefore, the programmer must cut off one or more steps in the processes A to N.
- FIG. 7 is a block diagram of a game unit and a ROM cartridge of the present invention.
- the TV-game apparatus comprises a game unit 7 and a ROM cartridge 12.
- the game unit 7 has a CPU 3, a ROM (Read Only Memory) 10 for storing an operating program such as a load program, a RAM (Random Access Memory) 9, output/input (I/O) interfaces 2 and 11, and an image processing unit 8.
- the ROM cartridge 12 has a ROM 14 and a RTC (Real Time Clock) 13.
- the CPU 3 is for executing programs and instructions.
- the ROM 10 is for storing programs and instructions of an operating system of the TV-game apparatus.
- the RAM 9 stores a part or all of the game program.
- the game unit 7 of the present invention is same as the prior art in FIG. 1.
- the RTC 13 in the ROM cartridge 12 is an IC (Integrated Circuit) having a clock function and a calendar function.
- a time of a TV-game is corresponded with a real time by the clock function and the calendar function in the RTC 13.
- the RTC 13 saves year, month, day, day of the week, hour, minute, and second of the real time therein at the time of the TV-game by using the clock function and the calendar function.
- the I/O interface 11 is in connection with the I/O interface 15 according to inserting the ROM cartridge 12 into the game unit 7.
- the TV-game program is stored in the ROM 14.
- the CPU 3 accesses the ROM 14 and the RTC 13. Then, the CPU 3 loads the TV-game program from the ROM 14 and a content in the RTC 13.
- the TV-game program and the content in the RTC 13 are supplied to the RAM 9 in the game unit 7 through the connected I/O interfaces 11 and 15. Then, the CPU 3 processes the TV-game program according to the content from the RTC 13.
- FIG. 8 is a flow chart of an event variation process of the present invention.
- This loop is executed at an integer times period of the image displaying cycle. The period is within 1/10 second, because if the period is over 1/10 second a character motion of the TV-game is not smooth.
- the event variation process 40 is added between the processes A to N. Therefore, at the step 30, any one of the processes A to N or the event variation process 40 is selected according to a situation of the TV-game scenario. Namely, the event variation process 40 is executed only when the event variation process 40 is selected at the step 30. The event variation process 40 is not executed when anther process is selected at the step 30. Therefore, the CPU load is light, because the event variation process 40 is not executed at each time. Further, even if the characters of the TV-game are many, the character motion is not paused. Therefore, the TV-game can include a variety of situations, because the steps in the TV-program are not cut off.
- FIG. 9 is a flow chart of a conditional event variation process of the present invention. This loop is executed at an integer times period of the image displaying cycle.
- the condition process 31 and the event variation process 40 is added after the process J.
- any one of processes A to N is selected according to a situation of the TV-game scenario. Namely, the condition process 31 is executed only when the process J is selected at the step 30. The condition process 31 is not executed when anther process is selected at the step 30. After the process J is executed, the condition process 31 is executed.
- "T” indicates a predetermined conditional time in the TV-game and "t” indicates a situation time (an elapsed time) loaded from the RTC 13 in the ROM cartridge 12 according to a TV-game scenario.
- the event variation process 40 are executed. Namely, the event variation process 40 is executed only when both the process J is selected at the step 30 and "t" is same as or greater than "T" (T ⁇ t) at the step 31. The event variation process 40 is not executed when the selected process at the step 30 is not the process J or "t" is smaller than "T" (t ⁇ T) at the step 31.
- the CPU load is light, because the event variation process 40 is not executed at each time. Further, even if the characters of the TV-game are many, the character motion is not paused. Therefore, the TV-game can include a variety of situations, because the steps in the TV-program are not cut off.
- the event variation process 40 does not executed just on time according to the TV-game situation, because the process J must be selected before the event variation process 40 is executed.
- this method is better than the conventional method, because the TV-game content is not changed generally.
- the flow chart in FIG. 8 is explained on assumption that a TV-game scenario is a keeping pet.
- the TV-game has conditions as follows:
- the process 30 in FIG. 9 selects the event variation process 40 when the pet is in the pet shop or the pet is spoken to (the above condition (6)).
- the event variation process 40 in FIG. 9 are the life span process of the above condition (6).
- condition (6) is processed as follows:
- FIG. 10 is a timing chart of a preferred embodiment in FIG. 9.
- the TV-game has conditions shown in FIG. 10.
- "T" is a difference between a time of receiving a previous letter and a next letter.
- the process J in FIG. 9 is on assumption that an image process replaces a background image called as "MAP" of the TV-game. Namely, after the "MAP" of the TV-game is replaced, an elapsed time (t) in the RTC 13 is compared with "T" (at the step 31 in FIG. 9). If "t" is same as or greater than " T", any one of letters A to D is received corresponding with the TV-game scenario and the predetermined time "T".
- the event variation process 40 does not executed just on time according to the TV-game situation.
- a method of the present invention is better than the conventional method, because the TV-game content (scenario) is not changed generally.
- the RTC 13 may be existed in the game unit 7. Further, the VRAM 5 and the RAM 9 may be replaced with a non-volatile matter such as an EEPROM (Electrically Erasable Programmable Read Only Memory) or a flash memory.
- EEPROM Electrically Erasable Programmable Read Only Memory
Abstract
Description
- The invention relates to a television(TV)-game, and more particularly to, a method for programming a TV-game.
- A game unit comprises a CPU, one or more memories, output/input (I/O) interfaces and an image processing unit.
- The image processing unit comprises a VRAM (Video Random Access Memory), a VDC (Video Displaying Controller) and a VDE (Video Displaying color Encoder). The game unit is connected with a home TV by using the I/O interface. The VDE has a color pallet table which relates to a color code for outputting an image data and a color code for a game program.
- In the game unit, the image data is processed and then outputted to the home TV through the I/O interface. The processed image data is displayed on the home TV by using scanning lines. It takes 1/60 second to display one image by the scanning lines (namely, an image displaying cycle is 1/60 second). Therefore, a next image must be prepared within 1/60 second.
- In a conventional method for programming a TV-game, when the next image is not prepared in the VRAM within a predetermined time such as the image displaying cycle, a programmer modifies a TV-game program. Further, if a next image processed by the modified TV-game program is not prepared in the VRAM within the predetermined time, a programmer must cut-off one or more steps of the TV-game program.
- In the conventional method for programming a TV-game, however, there are disadvantages in that a TV-game becomes very simple and rough, because the steps of the TV-game are cut-off. Accordingly, it is an object of the invention to provide a method for programming a TV-game without changing contents of a TV-game and without increasing a CPU performance load.
- According to the invention there is provided a method of programming a TV-game, the method comprising steps of: determining a process condition according to a TV-game scenario; determining an event variation process according to the TV-game scenario; and executing the event variation process when said determined process condition is sufficient.
- Also provided is a method of programming a TV-game, the method comprising the steps of: determining one of a plurality of processes in a TV-game program according to a TV-game scenario; determining an event variation process according to the TV-game scenario; and executing the event variation process after said determined process of the plurality of processes in the TV-game is executed.
- According to another aspect of the invention there is provided a method of programming a TV-game, the method comprising the steps of: determining a process condition according to a TV-game scenario; determining one of a plurality of processes in a TV-game program according to the TV-game scenario; determining an event variation process according to the TV-game scenario; and executing said event variation process after the determined process of the plurality of processes in the TV-game program is executed and said determined process is sufficient.
- Also according to the invention there is provided a TV-game apparatus comprising: means for determining a process condition according to a TV-game scenario; means for determining an event variation process according to the TV-game scenario; and means for executing the event variation process when said determined process condition is sufficient.
- Also provided is TV-game apparatus comprising: means for determining one of a plurality of processes in a TV-game program according to a TV-game scenario; means for determining an event variation process according to the TV-game scenario; and means for executing the event variation process after said determined process of the plurality of processes in the TV-game is executed.
- According to another aspect of the invention there is provided a TV-game apparatus comprising: means for determining a process condition according to a TV-game scenario; means for determining one of a plurality of processes in a TV-game program according to the TV-game scenario; means for determining an event variation process according to the TV-game scenario; and executing said event variation process after the determined process of the plurality of processes in the TV-game program is executed and said determined process is sufficient.
- The invention will now be described with reference to the accompanying drawings, wherein:
- FIG. 1 is a block diagram of a TV-game unit of the prior art;
- FIG. 2 is a block diagram of a home TV display unit;
- FIG. 3 is a sample flow chart of a TV-game program of the prior art;
- FIG. 4 and FIG. 5 are sample flow charts of TV-game programs of the prior art;
- FIG. 6 is a flow chart of a conditional event variation process of the prior art;
- FIG. 7 is a block diagram of a game unit and a ROM cartridge of the present invention;
- FIG. 8 is a flow chart of an event variation process of the present invention;
- FIG. 9 is a flow chart of a conditional event variation process of the present invention; and
- FIG. 10 is a timing chart of a preferred embodiment in FIG. 9.
- Before explaining a method for programming a TV-game in the preferred embodiment according to the invention, the above mentioned conventional method for programming a TV-game will be explained in FIGs. 1 to 6.
- FIG. 1 is a block diagram of a TV-game unit of the prior art. A
game unit 7 comprises aCPU 3, a ROM (Read Only Memory) 10 for storing an operating program such as a load program, a RAM (Random Access Memory) 9, output/input (I/O)interfaces image processing unit 8. - The
image processing unit 8 comprises a VRAM (Video Random Access Memory) 5, a VDC (Video Displaying Controller) 4, and a VDE (Video Displaying color Encoder) 5. Thegame unit 7 is connected with ahome TV 1 by using the I/O interface 2. The VDE 6 has a color pallet table which relates to a color code for outputting an image data and a color code for a game program. - In the
game unit 7, an image data and a game program is loaded into theRAM 9 through the I/O interface 11 by theCPU 3 using a load program in theROM 10. The image data in theRAM 9 is processed by theCPU 3. The VDC 4 has a display pattern, a color code and a display position of an image data. The processed image data is stored in theVRAM 5 through the VDC 4. Then the image data in theVRAM 5 is converted into an output image data by the VDC 4. The output image data is sent to theVDE 6. The VDE 6 converts the output image data into an analog image data for ahome TV 1. The analog image data is outputted to thehome TV 1 through the I/O interface 2. - FIG. 2 is a block diagram of a home TV display unit. The analog image data is displayed on the
home TV 1 by usingscanning lines scanning lines home TV 1 according to scanning from right to left and from up to down. Thescanning lines 20 shown by a full line, which run from right to left, are displayed on thehome TV 1. Thescanning lines 21 shown by a broken line, which return from left to right, are not displayed on thehome TV 1. One image displaying cycle is a scanning process from a point A to a point B and a return process from the point B to the point A (A -> B -> A). It takes 1/60 second to display one image by the scanning lines 20 (namely, one image displaying cycle is 1/60 second). Therefore, a next image must be prepared within 1/60 second. For example, when an animation image is displayed, an animation image data in theVRAM 5 must be replaced with a next animation image data within 1/60 second. - FIG. 3 and 4 are sample flow charts of a TV-game program of the prior art. In FIG. 3, a statement "C = 10" is placed in a program loop, because a programmer considers that a program logic does not include a logic absurdity. In this case, a program efficiency is bad, because the statement "C = 10" is wastefully executed many times in every loop. In FIG. 4, the statement "C = 10" is placed out the program loop, because a programmer considers a program efficiency rather than a program logic.
- Both program patterns in FIGs. 3 and 4 have an advantage and a disadvantage. Therefore, the programmer selects a program pattern in FIG. 3 or 4 on case-by-case.
- In a conventional method for programming a TV-game, when the next image is not prepared in the
VRAM 5 within a predetermined time such as the image displaying cycle, a programmer modifies a TV-game program. Namely, the programmer searches for the program pattern such as FIG. 3, then the program pattern is modified such as FIG. 4. Further, if a next image processed by the modified TV-game program is not prepared in theVRAM 5 within the predetermined time, the programmer must cut off one or more steps of the TV-game program. - FIG. 5 is a flow chart of an event variation process of the prior art. This loop is executed at an integer times period of the image displaying cycle. The period is within 1/10 second, because if the period is over 1/10 second a character motion of the TV-game is not smooth. In FIG. 5, at the
step 30, any one of processes A to N is selected according to a situation of the TV-game scenario. After the selected process is executed, an event variation process is executed at thestep 40. The CPU load is very heavy, because theevent variation process 40 is executed at each time. The event variation process time is much longer than the image displaying cycle. In particular, when the characters of the TV-game are many, the character motion is paused. Therefore, the programmer must cut off one or more steps in the processes A to N. - FIG. 6 is a flow chart of a conditional event variation process of the prior art. This loop is executed at an integer times period of the image displaying cycle. In FIG. 6, at the
step 30, any one of processes A to N is selected according to a situation of the TV-game scenario. After the selected process is executed, a condition process is executed at thestep 31. At thestep 31, "T" indicates a predetermined conditional time in the TV-game and "t" indicates a situation time (an elapsed time) according to a TV-game scenario. If "t" is same as or greater than "T" (T ≦ t), after thecondition process 31, anevent variation process 40 are executed. In this case, the CPU load is very heavy, because acondition process 31 and theevent variation process 40 are executed at each time until the situation time ("t") is cleared. In particular, when the characters of the TV-game are many the character motion is paused, because the event variation process time is much longer than the image displaying cycle. Therefore, the programmer must cut off one or more steps in the processes A to N. - In the conventional method for programming a TV-game, however, there are disadvantages in that a TV-game becomes very simple and rough, because one or more steps of the TV-game program are cut off.
- Therefore, a method for programming a TV-game without cutting off the steps of the TV-game program is necessary to be provided.
- Next, a method for programming a TV-game in the first preferred embodiment according to the invention will be explained in FIGs. 7 to 10.
- FIG. 7 is a block diagram of a game unit and a ROM cartridge of the present invention. In FIG. 7, the TV-game apparatus comprises a
game unit 7 and aROM cartridge 12. Thegame unit 7 has aCPU 3, a ROM (Read Only Memory) 10 for storing an operating program such as a load program, a RAM (Random Access Memory) 9, output/input (I/O) interfaces 2 and 11, and animage processing unit 8. TheROM cartridge 12 has aROM 14 and a RTC (Real Time Clock) 13. - In the
game unit 7, theCPU 3, theROM 10, and theRAM 9 are connected with each other. TheCPU 3 is for executing programs and instructions. TheROM 10 is for storing programs and instructions of an operating system of the TV-game apparatus. TheRAM 9 stores a part or all of the game program. Thegame unit 7 of the present invention is same as the prior art in FIG. 1. - The
RTC 13 in theROM cartridge 12 is an IC (Integrated Circuit) having a clock function and a calendar function. A time of a TV-game is corresponded with a real time by the clock function and the calendar function in theRTC 13. Namely, theRTC 13 saves year, month, day, day of the week, hour, minute, and second of the real time therein at the time of the TV-game by using the clock function and the calendar function. - Further, the I/
O interface 11 is in connection with the I/O interface 15 according to inserting theROM cartridge 12 into thegame unit 7. The TV-game program is stored in theROM 14. TheCPU 3 accesses theROM 14 and theRTC 13. Then, theCPU 3 loads the TV-game program from theROM 14 and a content in theRTC 13. The TV-game program and the content in theRTC 13 are supplied to theRAM 9 in thegame unit 7 through the connected I/O interfaces 11 and 15. Then, theCPU 3 processes the TV-game program according to the content from theRTC 13. - FIG. 8 is a flow chart of an event variation process of the present invention. This loop is executed at an integer times period of the image displaying cycle. The period is within 1/10 second, because if the period is over 1/10 second a character motion of the TV-game is not smooth. In FIG. 8, the
event variation process 40 is added between the processes A to N. Therefore, at thestep 30, any one of the processes A to N or theevent variation process 40 is selected according to a situation of the TV-game scenario. Namely, theevent variation process 40 is executed only when theevent variation process 40 is selected at thestep 30. Theevent variation process 40 is not executed when anther process is selected at thestep 30. Therefore, the CPU load is light, because theevent variation process 40 is not executed at each time. Further, even if the characters of the TV-game are many, the character motion is not paused. Therefore, the TV-game can include a variety of situations, because the steps in the TV-program are not cut off. - FIG. 9 is a flow chart of a conditional event variation process of the present invention. This loop is executed at an integer times period of the image displaying cycle. In FIG. 9, the
condition process 31 and theevent variation process 40 is added after the process J. At thestep 30, any one of processes A to N is selected according to a situation of the TV-game scenario. Namely, thecondition process 31 is executed only when the process J is selected at thestep 30. Thecondition process 31 is not executed when anther process is selected at thestep 30. After the process J is executed, thecondition process 31 is executed. At thestep 31, "T" indicates a predetermined conditional time in the TV-game and "t" indicates a situation time (an elapsed time) loaded from theRTC 13 in theROM cartridge 12 according to a TV-game scenario. If "t" is same as or greater than "T" (T ≦ t) at thestep 31, theevent variation process 40 are executed. Namely, theevent variation process 40 is executed only when both the process J is selected at thestep 30 and "t" is same as or greater than "T" (T ≦ t) at thestep 31. Theevent variation process 40 is not executed when the selected process at thestep 30 is not the process J or "t" is smaller than "T" (t ≦ T) at thestep 31. Therefore, the CPU load is light, because theevent variation process 40 is not executed at each time. Further, even if the characters of the TV-game are many, the character motion is not paused. Therefore, the TV-game can include a variety of situations, because the steps in the TV-program are not cut off. - In this case, the
event variation process 40 does not executed just on time according to the TV-game situation, because the process J must be selected before theevent variation process 40 is executed. However, this method is better than the conventional method, because the TV-game content is not changed generally. - For example, the flow chart in FIG. 8 is explained on assumption that a TV-game scenario is a keeping pet. The TV-game has conditions as follows:
- (1) a pet has a life span points;
- (2) one point is decreased in the life span points every one hour elapsing in the
RTC 13; - (3) the pet dies when the life span point is zero;
- (4) the life span points are recovered by the pet eating food;
- (5) the pet is kept only in a pet shop; and
- (6) a life span process is executed only when the pet is in the pet shop or the pet is spoken to.
- In this case, the
process 30 in FIG. 9 selects theevent variation process 40 when the pet is in the pet shop or the pet is spoken to (the above condition (6)). Theevent variation process 40 in FIG. 9 are the life span process of the above condition (6). - The condition (6) is processed as follows:
- (1) "a time of a previous life span process = t1";
- (2) "a current time of the
RTC 13 = t2"; - (3) "T = t2 - tl (hours)";
- (4) "the life span points = the life span points - T";
- (5) "t1 = t2" (t1 modified); and
- (6) the life span process is executed according to the modified life span points, in particular, the pet dies when the life span point is zero (the above condition (3)).
- Next, the flow chart in FIG. 9 is explained on assumption that a TV-game scenario is such as receiving a letter at the predetermined time (T). FIG. 10 is a timing chart of a preferred embodiment in FIG. 9. The TV-game has conditions shown in FIG. 10. In this case, "T" is a difference between a time of receiving a previous letter and a next letter. The process J in FIG. 9 is on assumption that an image process replaces a background image called as "MAP" of the TV-game. Namely, after the "MAP" of the TV-game is replaced, an elapsed time (t) in the
RTC 13 is compared with "T" (at thestep 31 in FIG. 9). If "t" is same as or greater than " T", any one of letters A to D is received corresponding with the TV-game scenario and the predetermined time "T". - In these above cases, the
event variation process 40 does not executed just on time according to the TV-game situation. However, a method of the present invention is better than the conventional method, because the TV-game content (scenario) is not changed generally. - In another preferred embodiment according to the invention, in FIG 7, the
RTC 13 may be existed in thegame unit 7. Further, theVRAM 5 and theRAM 9 may be replaced with a non-volatile matter such as an EEPROM (Electrically Erasable Programmable Read Only Memory) or a flash memory. - As this invention may be embodied in several forms without departing from the sprit of essential characteristics thereof, the present embodiment is therefore illustrative and not restrictive, since the scope of the invention is defined by the appended claims rather than by the description proceeding them, and all changes that fall within meets and bounds of the claims, or equivalence of such meets and bounds are therefore intended to embraced by the claims.
Claims (6)
- A method of programming a TV-game, the method comprising steps of:determining a process condition according to a TV-game scenario;determining an event variation process according to the TV-game scenario; andexecuting the event variation process when said determined process condition is sufficient.
- A method of programming a TV-game, the method comprising the steps of:determining one of a plurality of processes in a TV-game program according to a TV-game scenario;determining an event variation process according to the TV-game scenario; andexecuting the event variation process after said determined process of the plurality of processes in the TV-game is executed.
- A method of programming a TV-game, the method comprising the steps of:determining a process condition according to a TV-game scenario;determining one of a plurality of processes in a TV-game program according to the TV-game scenario;determining an event variation process according to the TV-game scenario; andexecuting said event variation process after the determined process of the plurality of processes in the TV-game program is executed and said determined process condition is sufficient.
- A TV-game apparatus comprising:means for determining a process condition according to a TV-game scenario;means for determining an event variation process according to the TV-game scenario; andmeans for executing the event variation process when said determined process condition is sufficient.
- A TV-game apparatus comprising:means for determining one of a plurality of processes in a TV-game program according to a TV-game scenario;means for determining an event variation process according to the TV-game scenario; andmeans for executing the event variation process after said determined process of the plurality of processes in the TV-game is executed.
- A TV-game apparatus comprising:means for determining a process condition according to a TV-game scenario;means for determining one of a plurality of processes in a TV-game program according to the TV-game scenario;means for determining an event variation process according to the TV-game scenario; andexecuting said event variation process after the determined process of the plurality of processes in the TV-game program is executed and said determined process condition is sufficient.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP350900/95 | 1995-12-25 | ||
JP7350900A JPH09173643A (en) | 1995-12-25 | 1995-12-25 | Image information processing method in video game |
Publications (2)
Publication Number | Publication Date |
---|---|
EP0782084A2 true EP0782084A2 (en) | 1997-07-02 |
EP0782084A3 EP0782084A3 (en) | 1998-04-15 |
Family
ID=18413665
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
EP96309379A Withdrawn EP0782084A3 (en) | 1995-12-25 | 1996-12-20 | Method for programming television-game |
Country Status (5)
Country | Link |
---|---|
US (1) | US5855512A (en) |
EP (1) | EP0782084A3 (en) |
JP (1) | JPH09173643A (en) |
CA (1) | CA2192767C (en) |
TW (1) | TW311206B (en) |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2000013758A1 (en) * | 1998-09-04 | 2000-03-16 | Sony Computer Entertainment Inc. | Data transmitting and receiving system, data receiving apparatus, and data transmitting apparatus |
Families Citing this family (6)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
KR0127229B1 (en) * | 1994-07-30 | 1997-12-29 | 구자홍 | A control method for game apparatus of television |
JP4372290B2 (en) | 1999-08-26 | 2009-11-25 | 任天堂株式会社 | Game machine and computer-readable information storage medium |
JP2001129255A (en) | 1999-08-26 | 2001-05-15 | Nintendo Co Ltd | Game device and storage medium therefor |
JP4372289B2 (en) | 1999-08-26 | 2009-11-25 | 任天堂株式会社 | Game device and storage medium thereof |
JP4283397B2 (en) | 1999-08-26 | 2009-06-24 | 任天堂株式会社 | Communication game system, game machine, and information storage medium |
US8091107B2 (en) * | 2000-10-30 | 2012-01-03 | Kent Massey | Methods and apparatus for presenting a digital video work customized to viewer preferences |
Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5274758A (en) * | 1989-06-16 | 1993-12-28 | International Business Machines | Computer-based, audio/visual creation and presentation system and method |
US5393073A (en) * | 1990-11-14 | 1995-02-28 | Best; Robert M. | Talking video games |
US5465384A (en) * | 1992-11-25 | 1995-11-07 | Actifilm, Inc. | Automatic polling and display interactive entertainment system |
EP0790561A2 (en) * | 1993-08-25 | 1997-08-20 | Casio Computer Co., Ltd. | Image displaying apparatus |
Family Cites Families (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5231661A (en) * | 1991-07-31 | 1993-07-27 | Gold Medal Kids, Inc. | Television viewing control device and method |
US5297802A (en) * | 1992-06-05 | 1994-03-29 | Terrence Pocock | Televised bingo game system |
JP2800607B2 (en) * | 1992-11-27 | 1998-09-21 | 株式会社セガ・エンタープライゼス | Course Determination Method for Electronic Play Equipment with Communication Function |
-
1995
- 1995-12-25 JP JP7350900A patent/JPH09173643A/en active Pending
-
1996
- 1996-12-12 CA CA002192767A patent/CA2192767C/en not_active Expired - Fee Related
- 1996-12-16 US US08/768,106 patent/US5855512A/en not_active Expired - Fee Related
- 1996-12-19 TW TW085115727A patent/TW311206B/zh active
- 1996-12-20 EP EP96309379A patent/EP0782084A3/en not_active Withdrawn
Patent Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5274758A (en) * | 1989-06-16 | 1993-12-28 | International Business Machines | Computer-based, audio/visual creation and presentation system and method |
US5393073A (en) * | 1990-11-14 | 1995-02-28 | Best; Robert M. | Talking video games |
US5465384A (en) * | 1992-11-25 | 1995-11-07 | Actifilm, Inc. | Automatic polling and display interactive entertainment system |
EP0790561A2 (en) * | 1993-08-25 | 1997-08-20 | Casio Computer Co., Ltd. | Image displaying apparatus |
Non-Patent Citations (1)
Title |
---|
PATENT ABSTRACTS OF JAPAN vol. 018, no. 495 (C-1250), 16 September 1994 & JP 06 165880 A (SEGA ENTERP LTD), 14 June 1994, * |
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2000013758A1 (en) * | 1998-09-04 | 2000-03-16 | Sony Computer Entertainment Inc. | Data transmitting and receiving system, data receiving apparatus, and data transmitting apparatus |
EP0990460A1 (en) * | 1998-09-04 | 2000-04-05 | Sony Computer Entertainment Inc. | Data transmitting and receiving system, data receiving apparatus, and data transmitting apparatus |
US7113693B1 (en) | 1998-09-04 | 2006-09-26 | Sony Computer Entertainment Inc. | Data transmitting and receiving using recording medium ID |
Also Published As
Publication number | Publication date |
---|---|
EP0782084A3 (en) | 1998-04-15 |
US5855512A (en) | 1999-01-05 |
CA2192767C (en) | 2001-07-17 |
CA2192767A1 (en) | 1997-06-26 |
TW311206B (en) | 1997-07-21 |
JPH09173643A (en) | 1997-07-08 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US5942741A (en) | Apparatus for optimizing throughput in decoded-output scanners and method of using same | |
EP0350933B1 (en) | Image signal processing apparatus for bar code image signal | |
US5970504A (en) | Moving image anchoring apparatus and hypermedia apparatus which estimate the movement of an anchor based on the movement of the object with which the anchor is associated | |
EP0782084A2 (en) | Method for programming television-game | |
EP0566847A2 (en) | Multi-media window manager | |
US5993319A (en) | Home television-game apparatus with time management unit | |
EP1755084A3 (en) | Image processing device for determining the motion of an object after a collision | |
EP0622732A1 (en) | Microcomputer | |
CN115878065A (en) | Control method and device for interactive system composed of interactive display units | |
US20040153751A1 (en) | Data processing apparatus | |
US4888610A (en) | Display apparatus | |
US20120086723A1 (en) | Dynamic Cropping of Visual Content | |
US7471414B2 (en) | Image processing method and apparatus, and computer readable data storing medium storing a program for image processing | |
US6346944B1 (en) | Simulation display system | |
US20030001845A1 (en) | Black line insertion for overly tall liquid crystal imagers | |
CN115185621B (en) | Scene arrangement method and device, electronic equipment and storage medium | |
EP0344330A1 (en) | Method of correcting contour profile | |
US4897637A (en) | Display controller | |
JP2001100832A (en) | System for delivery date calculation, and method for calculating delivery date for ordered product | |
JP3114149B2 (en) | Schedule automatic creation processing method | |
US5068585A (en) | Numerical control device | |
US6795073B1 (en) | Character reading circuit | |
JPH07146765A (en) | Automatic control system of display area layout | |
JPH05274137A (en) | Wrong sequence processing preventing method | |
US20050231518A1 (en) | Method for memory allocation for images |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
PUAI | Public reference made under article 153(3) epc to a published international application that has entered the european phase |
Free format text: ORIGINAL CODE: 0009012 |
|
AK | Designated contracting states |
Kind code of ref document: A2 Designated state(s): DE FR GB NL |
|
PUAL | Search report despatched |
Free format text: ORIGINAL CODE: 0009013 |
|
AK | Designated contracting states |
Kind code of ref document: A3 Designated state(s): DE FR GB NL |
|
17P | Request for examination filed |
Effective date: 19980930 |
|
17Q | First examination report despatched |
Effective date: 20010209 |
|
STAA | Information on the status of an ep patent application or granted ep patent |
Free format text: STATUS: THE APPLICATION IS DEEMED TO BE WITHDRAWN |
|
18D | Application deemed to be withdrawn |
Effective date: 20010821 |